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Author Topic: Crownhammers, the #1 undead, murderous bird sanctuary in the world  (Read 69472 times)

Insanegame27

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Re: Crownhammers, a succession game of politics, intrigue and backstabs
« Reply #60 on: February 21, 2015, 06:22:54 pm »

29th of Malachite
Our first wave of migrants has arrived. Among their number are a miner, an engraver, a metalcrafter, a craftsdwarf, two glassmakers, a spinner and a lye maker. (If those on the waitlist have any preferences)

Who of those unclaimed have military skills? because I want to claim whichever that is, as well as the spinner into the military party
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Quote from: Second Amendment
A militia cannot function properly without arms, therefore the right of the people to keep and bear Arms, shall not be infringed.
The military cannot function without tanks and warplanes, therefore the right of the people to keep and bear tanks and warplanes, shall not be infringed.
The military cannot function without ICBMs, therefore the right of the people to keep and bear ICBMs, shall not be infringed.

4maskwolf

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Re: Crownhammers, a succession game of politics, intrigue and backstabs
« Reply #61 on: February 21, 2015, 06:30:29 pm »

29th of Malachite
Our first wave of migrants has arrived. Among their number are a miner, an engraver, a metalcrafter, a craftsdwarf, two glassmakers, a spinner and a lye maker. (If those on the waitlist have any preferences)

Who of those unclaimed have military skills? because I want to claim whichever that is, as well as the spinner into the military party
Perhaps you should define your party a little more before getting dwarves into it.  We're not talking about guilds here, we're talking about political factions.

Rhaken

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Re: Crownhammers, a succession game of politics, intrigue and backstabs
« Reply #62 on: February 21, 2015, 06:48:51 pm »

Maybe we need to be more explicit in the distinction between factions and guilds.

On that note, I do intend to start a faction under Taran. I'd try to write it in-story, but that could take ages. Guess I'll explain the gist of it soon.

Asmoth, can ye throw the profiles of the newcomers at us?
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Of course, he may have simply crushed the forgotten beasts with his massive testicles.

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Deus Asmoth

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Re: Crownhammers, a succession game of politics, intrigue and backstabs
« Reply #63 on: February 21, 2015, 06:56:58 pm »

Do you want to NPC profiles as well? In any case, a guild is your job, like a trade union or something. The political parties are based on an ideology, not on the work that each dwarf does.

I'm going to say that you can only take one dwarf from this migrant wave for a party, just so that there's enough to go around.

Balor's Journal, 1st of Galena
I've taken the liberty of taking notes on the appearance of the new arrivals, as well as a few of their likes and dislikes. Partially to get some insight into their personalities and reasons for being sent here, but mostly to distract them from the fact that we're under siege by undead avians.

Spoiler: Illevaihcam (click to show/hide)
Spoiler: Komodo (click to show/hide)
Spoiler: Bearskie (click to show/hide)

These three were the only ones who seemed willing to comply with my questions. I only have a small amount on information on the following:
-Ezum Tadsodel, Miner (f)
-Erush Azsas, Metalcrafter (m)
-Atir Dumatnir, Glassmaker (f)
-Atir Bomrekdustik, Lye Maker (f)
-Kivish Nomlogem, Spinner (f)
« Last Edit: February 21, 2015, 06:58:29 pm by Deus Asmoth »
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FallenAngel

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Re: Crownhammers, a succession game of politics, intrigue and backstabs
« Reply #64 on: February 21, 2015, 07:07:57 pm »

I would like the Miner and the Metalcrafter in my party, if possible.
At least one would suffice.

4maskwolf

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Re: Crownhammers, a succession game of politics, intrigue and backstabs
« Reply #65 on: February 21, 2015, 07:15:28 pm »

I'll be claiming Atir Bomrekdustik the spinner for my political party.  If you could, give her a more useful job to do.



"Sister Jorgenson," a voice called out from the entrance to the farms.

Alast grinner, standing and brushing as much of the dirt as she could off of herself and turning to face Sister Bomerkdustik.  The two embraced as old friends, and upon Alast's insistence they went to the food stocks to get a drink together.

"It's been a long time, Atir."
"It certainly has, my old friend.  So, this is the fortress you were sent to found."
"Yeah.  It certainly doesn't look like much, but everyone's been working as hard as they can."
"I can tell that.  You've certainly become more muscular since I last saw you."
"Yeah, a month or so of pump duty will do that to you.  So, pray tell, what do you plan on doing here?  As you can probably tell, we don't have much need for your old profession now."
"I'm not entirely sure.  What needs to be done?"
Alast frowned momentarily, then said, "to tell you the truth, I'm not quite sure.  Everything, from the looks of it.  You might want to talk to Balor the next time you see him.  That was the guy who showed you into the fortress.  He's sort of our organizer for the time being, until we get ourselves established."

Their conversation faded off as they finished their drinks, and Alast reported back to the farms to continue planting.




I would like the Miner and the Metalcrafter in my party, if possible.
At least one would suffice.
He said only one, so which would you prefer?

Deus Asmoth

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Re: Crownhammers, a succession game of politics, intrigue and backstabs
« Reply #66 on: February 21, 2015, 07:48:47 pm »

Your party needs a name first, though, Fallen.

Also, as a note for future turns: once a dwarf is in a party, put it in their custom profession. I imagine this is needlessly complex enough already without having to check manually who's in what party every time. A census at the end of each year would help with the score tallying as well.

Balor's Journal, 7th of Galena.
With the help of our new arrivals, we've managed to construct a crude palisade to keep the dead away from us. The next endeavour is to add a ceiling to it, and I have no doubt that it will need to be expanded once we have a better foothold in the area, but it will do for now.

Spoiler (click to show/hide)

In other news, our local yak corpse is staying nice and dead. Perhaps the birds migrated here from another cursed region?

I've given a few of the migrants new jobs to do, since a lot of their jobs are more specialised than we really have a use for at the moment. Atir Dumatnir is training as a carpenter, while Atir Bomrekdustik is now our mechanic.
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Magnus

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Re: Crownhammers, a succession game of politics, intrigue and backstabs
« Reply #67 on: February 21, 2015, 07:59:24 pm »

Will do, I just wanted to see if any of the people waiting for a dwarf had a preference for the professions among them.
Yeah that's why I'm trying to claim two dwarves I didn't think anyone else would want (a duplicate glassmaker and a lye maker).  Looking at the OP, you could probably dwarf Aegir as the spinner and make the spinner do brewing work, if Magnus doesn't respond.
Yeah, I'm fine with whatever his profession name is, as long as he actually does brewing. I'm not sure I understand how this political stuff works, will I have to vote or something?
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Insanegame27

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Re: Crownhammers, a succession game of politics, intrigue and backstabs
« Reply #68 on: February 21, 2015, 08:01:59 pm »

I would like to name my party "The might of killing"

Which dwarves have military skills? I would prefer to have one squad of dedicated crossarchers and another squad for spears, sharps (axes and swords) and blunts (hammers). so four squads total. I aim to achieve this by year three. I don't expect them all to be legendary until year 7.
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Quote from: Second Amendment
A militia cannot function properly without arms, therefore the right of the people to keep and bear Arms, shall not be infringed.
The military cannot function without tanks and warplanes, therefore the right of the people to keep and bear tanks and warplanes, shall not be infringed.
The military cannot function without ICBMs, therefore the right of the people to keep and bear ICBMs, shall not be infringed.

4maskwolf

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Re: Crownhammers, a succession game of politics, intrigue and backstabs
« Reply #69 on: February 21, 2015, 08:03:54 pm »

I would like to name my party "The might of killing"

Which dwarves have military skills? I would prefer to have one squad of dedicated crossarchers and another squad for spears, sharps (axes and swords) and blunts (hammers). so four squads total. I aim to achieve this by year three. I don't expect them all to be legendary until year 7.
Urk.

Could you, you know, tell us what your political party believes in.  At least broad strokes of it?

Insanegame27

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Re: Crownhammers, a succession game of politics, intrigue and backstabs
« Reply #70 on: February 21, 2015, 08:14:57 pm »

they believe that elves are tree-hugging hippies that deserve death and cages. The Might Of Killing will kill all members of an elven caravan, burn their crappy wooden stuff (left outside and hope a dragon comes), and set up a breeding program for any decent animal they bring (stray war giant eagles? anyone?).

That is not our only belief. we will set up peaceful trade between the humans and dwarves, and protect these caravans to the utmost. Goblins already have no life, so we will kill them without mercy, same for kobolds.

I already have a design for the depot trap i'm going to rig.

(Put me on the overseer waiting list)

The captured elves, kobolds and goblins will be put to use in the barracks, as training for the military.

There will be cage traps in chokepoints in a few areas on the map to supply either cannon fodder/training or breeding programs for war.

I promise each squad will have a magnificent barracks, and the civilian dwarves shall never have a meat shortage.
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Power/metagaming RL since Birth/Born to do it.
Quote from: Second Amendment
A militia cannot function properly without arms, therefore the right of the people to keep and bear Arms, shall not be infringed.
The military cannot function without tanks and warplanes, therefore the right of the people to keep and bear tanks and warplanes, shall not be infringed.
The military cannot function without ICBMs, therefore the right of the people to keep and bear ICBMs, shall not be infringed.

Deus Asmoth

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Re: Crownhammers, a succession game of politics, intrigue and backstabs
« Reply #71 on: February 21, 2015, 08:35:08 pm »

We're already at war with the elves and will be for the foreseeable future. They won't be sending caravans.
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FallenAngel

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Re: Crownhammers, a succession game of politics, intrigue and backstabs
« Reply #72 on: February 21, 2015, 08:44:01 pm »

I name my party the Union of Souls.

No, I'm not going to pull another bodyswapping stunt. If a character of mine dies, they die.
I just like the sound of that.

MDFification

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Re: Crownhammers, a succession game of politics, intrigue and backstabs
« Reply #73 on: February 21, 2015, 10:03:57 pm »

>tfw dorf'd

IT BEGINS.

The Corporatists claim the miner, since Fallen hasn't specified if he wants him over the spinner. It's a new world order out there. We're going to need someone to get digging.

---

Log of the Head, Entry 1

It has begun.
Those fools in the local Faction meeting laughed at my ideas. Said the founder would never have gone for it. I am ashamed to have been associated with dwarves of such limited vision.
More suitable ground has been found for the Endeavor to begin. The dwarves here may be pliable as the settlement it young - no better time to establish the inner circle. I have elected on a name - Corporatist. From the root word for the body. A useful analogy - society is like an individual, and each member must fulfill the role the brain gives them. This is the path to prosperity, efficiency and security. Selfish individualism cannot be allowed to stand in the way of our enlightened rule. I just need peons, and members of the inner circle.
Will attempt to get myself appointed manager, when the time comes. A valuable position. Allows me to control the means of production - and through that, society.
The Endeavor will succeed.
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Rhaken

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Re: Crownhammers, a succession game of politics, intrigue and backstabs
« Reply #74 on: February 21, 2015, 10:10:32 pm »

They gathered around a stone table in the dining hall, mugs in hand, listening in rapt attention to this dwarf with the deeply tanned and weather-beaten skin. Taran paused to take another swig from his own flagon, whetting his whistle to continue the tale. His feet rested on the table, and he eyed his spectators with an inquisitor's interest, gauging their reactions.

"So what happened then?" Ezum the miner asked.

Taran wiped his beard with his sleeve. "Well y'see, whalin' ships are built diff'rent to begin with. There's space on deck ta process th' carcass, so ye dun have to lug it back all th' way ta port. There be try pots belowdecks fer processin' whale fat. And on our ship, back when I was still huntin' the great beasts, we had dozens 'pon dozens o' harpoons lashed to the mast and railings."

"I was operatin' the rigging when it hit us. The lads down in the whaleboat managed to get a harpoon on the beast, but then it drove straight at the main ship like a shark who caught the scent o' blood." Taran leaned forward, put his feet back on the floor and swept a conspiring gaze across his audience. "It rammed head-fairst into th' hull, n' there was a great din o' splinterin' wood. The ship waved and trembled like a babby left out in a stoorm. Men and dwarves fell over. So fierce was th' impact that half our harpoons went overboard, as did anyone who was workin' the ropes."

"But..." It was Atir, the glassmaker. "Weren't you working the ropes when that happened?"

"Aye, lass," Taran replied darkly. "Aye."

He gave them a moment to quiet their murmuring. Then he continued.

"I was thrown from th' riggin' and into the waves. Me body landed in water cold as the grave. T'wasn't a pretty fall neither. Water ain't nowhere near as soft as ye'd think. All th' air went right oot of me lungs, and immediately water tried ta take its place. I tried to get me head above the surface, get back to breathin' air, but so focused was I on this task tha' I dinnae notice the whale."

"She'd gone unner th' ship and come up th' other side. Ins'far as I know, that dive was 'nough to wreck the wee whaleboat that had a rope on her. Now she was tryin' ta run, and wouldn't ye just bleedin' know it, I was right in her path." He took another swallow from the flagon. "'Er 'ead crashed 'gainst me sides, sent me spinnin' below the surface in pain o' th' worst kinds. Me arms flailed aboot, n' in their flailin' I ended up savin' me own life."

"I felt me arm touch somthin' long and I took a grab at it, not quite carin' what exactly came of it. Hells, I figured t'was either that or sink. I got one hand on the object, which was ev'n then gettin' away. I pulled me legs 'round and took it got me other hand on it. T'was a harpoon, n' it was movin' too fast to have been merely thrown. I opened me eyes - not th' smartest thing t' do unner the waters, mind ye - and then I saw why."

"The harpoon was stuck in the whale's back."

"Bloody thing was speedin' away mighty quick, n' I was in no state t' swim. The entire left side o' me felt numb n' unresponsive, n' me lungs still had salt water in 'em. So I held on fer dear life, prayin' to th' gods that the beast would come up fer air afore I drowned. I guess they heard me, since the monster went to surface while I was still conscious."

Taran went into a quick aside into how whales, despite being aquatic, had lungs that needed air.

"To this day, I dinnae understand how I survived. I'd seen men and dwarves drown in much the same predicament, n' that was with th' rest o' the crew there to fish 'em out. I caught me some air on th' surface afore the whale went back under. I clung to th' harpoon, tried to shake it free, but th' creature was now in its own domain and speeding below th' waters."

"Fer three days I clung ta that harpoon. Not once did the whale stop. At some point on th' second day, I noticed why the harpoon wasn't gettin' any looser. T'was stuck, y'see, deep in the whale's hide, n' the wound leaked blood. It's the barbs, y'see. Th' back of a harpoon's blade has barbs facin' down to keep it anchored in th' animals. Moreover, I noticed th' whale was slowin' down, strugglin' less, and goin' up fer air more often."

"It died on the thaird day. Went up fer air, strugglin' all the way, and went still on the surface o' th' waters. Usin' what little strength I had left, I twisted th' harpoon. Blood fountained skyward, like t'was comin' oot the blowhole. Th' animal 'neath shuddered, thrashed a wee bit, then breathed its last n' died. I was lucky tha' the blubbery beast stayed afloat in death, as I collapsed in exhaustion on its back."

"I've no idea how long I was oot 'afore rescue came. Next thing I remember is wakin' up in a hospital back at port. Our ship was lost at sea. Th' whale that I had ridden for three interminable days was too decomposed to salvage. That expedition was a complete failure. But I lived, n' t'wasn't long afore the open waters called to me once again."

"So what was your next adventure?" Atir asked.

Taran chuckled. "Well now, that'll have t' wait, won't it? T'is no fun if I tell ye so many in one sitting. Even I'll run out of tales eventually."



The Whalers

Taran's faction is comprised of dwarves who, for one reason or another, came to worship Taran's gods of sea and sail. This system of belief is not native to any dwarven realm. It originated among human and dwarven sailors alike, and persists almost exclusively as a part of their culture.

Key figures in this mythology are the Old Dwarf of the Sea, the Maiden of Shores, and the One Beneath the Waves, though there are others. The details surrounded each of these figures varies by region, but there are many common points between all versions. Curiously, even the humans believe in the Old Dwarf, and in no version do they have an equivalent human deity.

Politically, the Whalers are anti-monarchy, and value cooperation (among their own), hard work and bravery. They organize themselves in a hierarchy similar to a ship's chain of command, with Taran as their Admiral and High Priest (though he would deny the High Priest part, as there are no true priests in this religion). They are also fairly secretive and distrusting of outsiders, sometimes keeping their affiliation a secret merely to avoid drawing unwanted attention. When Whalers are in power, no dwarf goes hungry and no criminal goes unpunished. Relations with peaceful human civilizations are strengthened. Elves are viewed as weak in Whaler culture, as there are few instances of elven sailors throughout history or folklore.

If not in a position of power, the Whalers choose to live fairly secluded and close to the ocean. When possible, prominent members of the Whalers prefer to live in warehouses by the waterfront. These warehouses consist of both surface and underground rooms and constructions, and typically function similar to an industrial warehouse with living quarters on the top floors. Fishing, carpentry and bone carving are common pastimes and professions among Whalers, though members of all walks of life are more than welcome.

Many Whalers are also expected to learn how to defend themselves in a pinch. They often form a militia that can function as light infantry or crossbow support. Some Whalers enlist in the regular army, while others form their own squads and train in the warehouse, away from the prying eyes of the fortress.

They are secretive for a reason. Sometimes, their worship entails strange rites that aren't fully accepted in typical dwarven religious practice...



And bam, cult initiated. Think Daud's men in Dishonored, with a light splotch of The Shadow Over Innsmouth. In-story, Taran probably wouldn't start actually converting dwarves until several months from now, after regaling them with many more tales. However, I'd like to make a grab at a dwarf now while I can. Preferably the miner, since no fisherdwarves came damn your oily hide, MDFI. If we have sand, throw me the glassmaker. Otherwise, metalcrafter.

Also, those of you who have been dorfed don't have to run their own faction to be overseer for a year, I think. You could become prominent members of an existing faction. Heck, even those of you who have no intention of running this place might want to ally yourselves with one group or another. You'd be influencing the fort's future without having to play a year. Think about that.

...Oh right, before I forget. Put me on the waiting list, aye?
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Of course, he may have simply crushed the forgotten beasts with his massive testicles.

Forget a spouse, he needs a full time gonad wrangler.
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